btBvhTriangleMeshShape.h

/*Bullet Continuous Collision Detection and Physics LibraryCopyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/This software is provided 'as-is', without any express or implied warranty.In no event will the authors be held liable for any damages arising from the use of this software.Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions:1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.3. This notice may not be removed or altered from any source distribution.*/#ifndef BVH_TRIANGLE_MESH_SHAPE_H#define BVH_TRIANGLE_MESH_SHAPE_H#include "btTriangleMeshShape.h"#include "btOptimizedBvh.h"#include "LinearMath/btAlignedAllocator.h"///The btBvhTriangleMeshShape is a static-triangle mesh shape with several optimizations, such as bounding volume hierarchy and cache friendly traversal for PlayStation 3 Cell SPU. It is recommended to enable useQuantizedAabbCompression for better memory usage.///It takes a triangle mesh as input, for example a btTriangleMesh or btTriangleIndexVertexArray. The btBvhTriangleMeshShape class allows for triangle mesh deformations by a refit or partialRefit method.///Instead of building the bounding volume hierarchy acceleration structure, it is also possible to serialize (save) and deserialize (load) the structure from disk.///See Demos\ConcaveDemo\ConcavePhysicsDemo.cpp for an example.ATTRIBUTE_ALIGNED16(class) btBvhTriangleMeshShape : public btTriangleMeshShape
{
btOptimizedBvh* m_bvh;
bool m_useQuantizedAabbCompression;
bool m_ownsBvh;
bool m_pad[11];////need padding due to alignmentpublic:
BT_DECLARE_ALIGNED_ALLOCATOR();
btBvhTriangleMeshShape() : btTriangleMeshShape(0),m_bvh(0),m_ownsBvh(false) {m_shapeType = TRIANGLE_MESH_SHAPE_PROXYTYPE;};
btBvhTriangleMeshShape(btStridingMeshInterface* meshInterface, bool useQuantizedAabbCompression, bool buildBvh = true);
///optionally pass in a larger bvh aabb, used for quantization. This allows for deformations within this aabb btBvhTriangleMeshShape(btStridingMeshInterface* meshInterface, bool useQuantizedAabbCompression,const btVector3& bvhAabbMin,const btVector3& bvhAabbMax, bool buildBvh = true);
virtual ~btBvhTriangleMeshShape();
bool getOwnsBvh () const{
return m_ownsBvh;
}
void performRaycast (btTriangleCallback* callback, const btVector3& raySource, const btVector3& rayTarget);
void performConvexcast (btTriangleCallback* callback, const btVector3& boxSource, const btVector3& boxTarget, const btVector3& boxMin, const btVector3& boxMax);
virtualvoid processAllTriangles(btTriangleCallback* callback,const btVector3& aabbMin,const btVector3& aabbMax) const;
void refitTree(const btVector3& aabbMin,const btVector3& aabbMax);
///for a fast incremental refit of parts of the tree. Note: the entire AABB of the tree will become more conservative, it never shrinksvoid partialRefitTree(const btVector3& aabbMin,const btVector3& aabbMax);
//debuggingvirtualconstchar* getName()const {return"BVHTRIANGLEMESH";}
virtualvoid setLocalScaling(const btVector3& scaling);
btOptimizedBvh* getOptimizedBvh()
{
return m_bvh;
}
void setOptimizedBvh(btOptimizedBvh* bvh, const btVector3& localScaling=btVector3(1,1,1));
bool usesQuantizedAabbCompression() const{
return m_useQuantizedAabbCompression;
}
}
;
#endif //BVH_TRIANGLE_MESH_SHAPE_H